+ Reply to Thread
Results 1 to 14 of 14

Thread: Killing Floor Tips & Tricks

  1. #1
    Join Date
    May 2003
    Location
    Hawaii
    Posts
    1,113

    Default Killing Floor Tips & Tricks

    I'm gonna preface this with:

    My goal in KF is to play succesfully Hell on Earth difficulty. It looks fun, it looks maddening, it's how a survival horror game should be. But I don't want to do it solo, or with one other person. That's why I wamted to play KF with Cats peeps. I needed a regular group of people who I could learn to play with, learn how they react, and enjoy conquering the difficult aspects of this awesome game.

    That said, I want to share a few things I've picked up from watching HoE videos around the net, reading up on KF from various sources and most importantly from playing.

    First off, once you get to suicidal everything changes. Hard and below are "easy modes" in the regards that any class can kill any zed (zombie, thing that wants to eat you etc) with relative ease as long as they have the brains and the right resources (usually enough nades in the case of fleshpounds.) Because of this "perk roles" aren't as evident as they will become on higher difficulty. However, if we start playing to strengths of our perks instead of being one man armies we'll not only be better prepared for suicidal/hoe, but we'll start winning the majority of our hard games instead of wiping.


    ---

    The most important piece of advice I can give is DO NOT SHOOT THE SCRAKE OR FLESHPOUND. It bears repeating, because in lower difficulties it didn't really have a consequence, but in suicidal/hoe (and we've even seen it happen in our hard games) it will cause a wipe. DO NOT SHOOT THE SCRAKE OR FLESHPOUND. If you go to the tripwire forums (the guys who made kf) or the steam forums you will find whole posts about this one topic on the front page, usually labled in nice big bold capslocks just like I've provided. It's a simple rule to follow.

    "But Norska! Someone has to shoot it!" You may be saying. Very astute of you! Specific classes have specific ways of dealing with these two zeds. General rule of thumb is as follows:

    Scrake - Zerker, support, sharpshooter
    Fleshpound - Demo, support, sharpshooter

    If your class isn't listed next to the zed DO NOT SHOOT IT. If your class is listed KNOW WHAT TO DO TO EFFECTIVELY KILL IT. Here are some links to show how to kill them quickly and properly.

    https://www.youtube.com/watch?v=Sfyd...eature=related
    https://www.youtube.com/watch?v=i_ArGxLSFkU
    https://www.youtube.com/watch?v=ty9B...eature=related
    https://www.youtube.com/watch?v=dY17RKaMNjs

    A quick note to sharpshooters; you better have damn good aim. If you look at those videos every shot is a headshot, that means 11-12 (I think the 12th in the video was a miss) headshots in a row with the EBR or 4 in a row with the xbow. Easy to do in ideal conditions where he's running in a straight line and nothing is obscuring your view, harder in just about every other map out there. Now, since we're playing with the Weapon Miod, my guess is 2-3 headshots with the sniper rifle. For the scrake, you can also use a Lever Action Rifle and stun them, but just realize it will take a few shots (5 iirc) to kill them. Also, not the position in that video, basically after the first stun on the scrake they ALWAYS lower their head, even if it looks like he is glancing around on your screen, his had hitbox is actually on his chest, so that is where you need to aim (or you can wait for him to unstun, and shoot his head regularly really fast, but that could take valuable time).

    ---


    Now, on to the perks themselves.

    Field Medic
    - Obviously, medics heal. Duh. They're also semi decent "trash" clearers. (Trash refers to clots, bloats, gorefasts and crawlers.) They can take down sirens and husk in a pinch, but lack the dps to do it as quick as possible. The simplest way to think of them is as a poor mans Commando with drugs. Where they can shine though is in later waves, 5+ but especially 7+. The medic armor damage bonus has the best damage reduction in the game. They can effectively tank Fleshpounds and Scrakes while the team deals with them, and save others from taking a lot of damage. The crutch of this though is that the damage resistence only applies when they have body armor, so once the armor runs out they are just as squishy as fleshbag mcfleshypants. Ideally, they shouldn't have to tank Scrakes. Scrakes can be stunlocked, and shouldn't be damaging anyone. FPs though, that is where they save teams. By keeping the fp in one place the team can toss grenades, focus fire and dance in a merry circle without having to try and hit a cracked out light bright whizzing around. Makes things simple. Simple is good. Lastly, as said you are a poor mans commando. If your team mates need a heal, stop firing and heal. The real commando can do his job well enough while you do yours.

    Support Specialist
    Support is basically the jack of all trade class. They can take out all zeds quickly and effectively, but they have a rather large achilles heal. They have a very low ammo count. HoE waves are upwards of 320 mobs. A lvl6 support has 100 shots with an aa12 and iirc 64 (32 if you give them both barrels) with the hunting shotgun. Compare this to a commandos 15 magazines for the scar and another 15 on the fn fal and you can see a world of difference. You have to know when to use that ammo to be the most effective, at the very least try and hit multiple zeds each shot. If you have a commando or firebug covering the same side as you, let them deal with the trash. Save your ammo for higher priority targets, like sirens, husks, scrakes and fps. Hell, even bloats just to clear them out of the way quickly. Trying to compete with a commando for every crawler kill is just stupid and will probably end up biting you in the ass, and getting your team wiped when you can't handle the things you were supposed to while trying to get the highest kill count.

    Sharpshooter
    Sharpshooters come in two flavors essentially, but both have the same role: taking out important targets quickly. Sirens, husks, scrakes and FPs, the things that can destroy a team if they aren't brought down fast. If you go the xbow/sniper route you'll have a small ammo pool, and what exactly you target will depend on the make up of the rest of the team. For instance, if you have a demo you don't need to worry about FPs and can focus on scrakes. The other loadout that is common is the Lever Action Rifle and M14. This style is much better at dealing with sirens and husks, and has the ammo capacity to handle a large number of them, and can still fend off a bit of trash. The downside is they lack the punch against the bigger guys, scrakes and FPs, needing multiple headshots to take each one down. For the most part, avoid trash unless you have no other targets, and even then just use your pistol (or m14) and save your ammo for the important stuff.

    Note: In some regards, sharpshooter and support are just two sides to the same coin. They can both quickly deal with all zeds, but they both have low ammo reserves that means they should save the majority of it for the real threats to the team. Fire on trash only when needed, not as a general rule, and try and conserve the big guns for the big stuff.

    Commando
    Commando are the ultimate trash removal class. Clots, crawlers, gorefasts, bloats and stalkers. They have the ammo and precision firing to headshot every single one that pops infront of them. However, they should never, ever, never ever ever ever ever ever fire on scrakes or FPs. All they'll do is rage them, make things worse for everybody and potentially (probably) cause a wipe. Husks and sirens are iffy, ther are actually low priority for you unless the absolutely need to be destroyed. 4-5 headshots are needed to bring them down with a scar/fn fal, and that means that's 4-5 other mobs you could have been clearing out of the way so that the sharpshooter or support had a clear path to them. When big things start wreaking havoc, when an fp rushes past you and your team mates are dealing with it, the commando is one of the classes that holds the line. They ignore the fp, and deal with all the trash following it preventing your team from getting overwhelmed. Also, if a zerker is killing a scrake, keep all the trash around him clear. He'll love you long time (hint hint wink wink!)

    Berserker
    Berserkers are a mix between a commando and a medic, without the heals or the range. The can tank FPs like a medic (and better than a medic once the armor is gone) and can deal with waves of trash like a commando. They can even deal with scrakes and not take a single lick of damage. This requires a fire axe and at least level 5 berserker, an alt fire head shot will stun the scrake, and a handful more will decapitate him before he can respond. Another alternative for lower level zerkers is an alt fire to the back, backstabs exist in KF, and a handful of those will stunlock and kill a scrake just like from the front. When tanking an FP the same rules as medic tanking apply, hold the FP in a good place so the rest of the team can do their thing and not get hurt. Most trash mobs are nothing for zerkers, but crawlers do cause headaches. Their movements and low stature mean you have to drastically change your aim/crouch in order to hit them. For this reason it is common for zerkers to carry a secondary ranged weapon to deal with them, such as a lever action rifle (which will one shot a crawler even on HoE difficulty). Husks and sirens also pose problems. While a zerker can do enough damage to kill them quickly, getting close enough to them in order to do so is usually rather damaging. This is another area where a secondary ranged weapon comes into use, a couple of head shots when you have to will let you kill a siren and husk from a distance.

  2. #2
    Join Date
    May 2003
    Location
    Hawaii
    Posts
    1,113

    Default Re: Killing Floor Tips & Tricks

    Firebug
    I'll be honest, I don't know much about firebugs, perhaps one of the other players can chime in here. For the most part I don't enjoy playing them. It is my understanding however that they are excellent trash clearers akin to commandos, but they seem to have ammo problems if they play that role in HoE games. Some HoE videos I've seen makes them out to be a support class, clearing trash at a distance with the mac10 and helping team mates in the off time, only busting out the flamethrower when things get heavy at a medium/close range. The only issue that a firebug needs to be away of is that flames can blind people almost as badly as a demos smoke, which is another point in favor of the mac10 imo :P The general concensus of the husk gun is that it is a steaming pile of crap, but I'd like to see it used in a HoE map, if used like the mac10 it can get off 240 shots and have a splash radius, fully charged it has the same splash radius as a LAW rocket.

    Demolition
    The demo is a unique class. The can clear trash faster than any other class, but they lack the ammo to do so continuously. In this regard, they are best utilized to give the trash clearers a breather, a chance to reload, heal up, and regroup every once and a while. Where they shine though is in killing FPs. A single demo can easily take out a wave of 3 FPs (which is a regular occurance in HoE) without any help, and expending very little in regards to ammo. Fleshpounds have explosive weakness. Demos have a shit ton of explosives. Ergo, boom. The tricky part about playing a demo well though is knowing when to give your team mates that breather they need, and doing so in such a way that you don't block out their vision with giant smoke clouds. Doing it at the wrong time, and blinding your whole time can quickly turn a normal situation into a wipe as the scrake suddenly appears out of the smoke. Speaking of scrakes, your name wasn't on their list. There is a reason for this. Scrakes have a lot of HP, as much as a Fleshpound. They do not have a weakness to explosives. You will waste a large amount of your precious ammo doing nothing more than pissing it off and probably getting a team mate killed as a result. Leave it to the classes that can deal with it safely, and use your ammo wsiely.

    Hokay, so that's my little "teamwork, yay!" Spiel. The classes have specific roles, if we play to these strengths we can eventually beat HoE. If you guys have anything you want to add by all means go for it. I really want to play on HoE, the shear amount of Zeds appeals to me in that "never ending swarm of zombies" way and there is something to be said in regards to satisfaction when a group of people can pull off teamwork like a well oiled machine.

  3. #3
    Join Date
    Oct 2005
    Posts
    2,501

    Default Re: Killing Floor Tips & Tricks

    Dig it.

    I love digging in and shooting at the trash and 'holding the line' when everyone focuses the big stuff. I have been doing it on the SS with three sets of double pistols, but honestly I have to reload way too much and I always blow out all my ammo. The commando with big clips and fast reloads really should be my class. I'll work on getting that to 6 for playing higher difficulties. I do find commando hard to start up though. The bullpup is practically free, but the AK and M4 seems strangely more expensive than most early weapons. I'd probably do waves 1 and 2 (on long) as a firebug or sharpshooter and sell the free weapon to switch to commando on wave 3.

    The only thing I'd change is to add another serious note about Husks and Sirens. These guys are usually what I see screw over a team. You have a close call or a messy moment with a raging FP/Scrake or what ever, and then no one can recover because their screen is shaking and/or they're being shot at from two or three directions. These are what I'd call common ground for anyone with free trigger time. If you're a demo with nothing to asplode and you're doing alright on ammo... bomb the husks/sirens. If you're a support and the siren is behind some bigger stuff, blow some shells out and use the penetration to get her early. If you're a sharpshooter and you see a husk a mile away, don't wait for it to be a problem go ahead and drop it a mile out.

    When I'm shooting down trash I hate it when someone is near me shooting the same enemies. It's a waste of ammo/time, it's annoying, and they could be doing something constructive even if that means just being available to shoot individual trash that gets past someone, or cover someone for a reload. Sirens/husks are the exception. I love when I see two people shoot them at the same time. They're just tough enough to warrant some firepower and plenty dangerous enough to warrant soime redundancy and I wouldn't want anyone to 'not' shoot at them thinking they're someone else's job or something.



    kf is srs bsns

  4. #4
    Join Date
    Dec 2002
    Posts
    563

    Default Re: Killing Floor Tips & Tricks

    I am not sure what to say about the Firebug. I love the class but the flamethrower has a shitty fuel amount, which is why you never see me use it above wave 5. The husk gun is, like you said, a piece of shit. I could learn to use the Mac10 better but gods do I not like it. The iron sight is fucking terribad and even has crap recoil to me (on semi-auto too). I want this class to be fun at the higher difficulties but if I can't learn to like the Mac10, it ain't gonna happen.

    Another point to be made is that a lot of classes on hell difficulty carry weapons that are not specific to their perk. Like a berserk with an M14, I've seen vids of support using katanas or axes. A Firebug with a med gun. It seems to be if you are lacking a class, someone makes it up for it by doing two at once.

    Also, since I seem to be the only person who really enjoys Demo, I have no issue going for that most of the time. Since VK can do SS.

    Imagine Waterway on hell mode... I wanna do-eet!

    Edit: Here is something people need to know about Firebug that I just thought of. If a crawler or clot is caught on fire, do not waste ammo (which could make you run out quicker/make you reload at a bad time) on them. They will die before they get to you, ALWAYS. This seems to hold true even for Hell. This sort of fits on with VK's complaint of shooting the same trash target.

    Edit: And we need to add that map to the server, so we can all test stuff out together. Get it here: http://www.mediafire.com/?uis6lfnit9jipqz

    Another edit: I read that FB guide you linked me. While I did not know about the grenades (well I knew and completely forgot, everything else I was already aware of). On top of that, it is hard to conserve ammo when often I am watching an area alone or if I have back up, I only try to fire on guys if there is a large group of them. Which even with backup, most people don't watch their area. Too many look around, see if people need help, etc. Which makes for unreliable backup. Often, which can sometimes end in us wiping, I do not turn around to see if people need help. I expect someone to call out if they do.

    Which is another thing that should be addressed with our group. Unless its a map like Waterway, you have your side and stick to it. Do not turn around, do not keep looking for something to kill. And damnit men, if you see a 2 sirens, husk, 2 scrakes and 20+ trash coming at you, CALL THE FUCK OUT FOR HELP.
    Last edited by Aeinna; 04-06-2012 at 09:24 AM.
    "Why is my face wet?"
    "No one knows, perhaps you urinated."
    "In my face?"

  5. #5
    Join Date
    Aug 2003
    Posts
    1,308

    Default Re: Killing Floor Tips & Tricks

    Quote Originally Posted by Norska View Post
    Berserker
    Berserkers are a mix between a commando and a medic, without the heals or the range. The can tank FPs like a medic (and better than a medic once the armor is gone) and can deal with waves of trash like a commando. They can even deal with scrakes and not take a single lick of damage. This requires a fire axe and at least level 5 berserker, an alt fire head shot will stun the scrake, and a handful more will decapitate him before he can respond.
    You were doing so well until you got to this point! A fire axe will work, but anything higher teir will work(in the case of the katana, it will work better and faster). Also I know that my berserker is level 4 and is capable of doing this.

  6. #6
    Join Date
    Dec 2002
    Posts
    563

    Default Re: Killing Floor Tips & Tricks

    https://www.youtube.com/watch?v=hT-a...Q0hhh_nDvuM%3D

    Great vid showing how a good Berserker is played. And yes, the claymore stuns.
    "Why is my face wet?"
    "No one knows, perhaps you urinated."
    "In my face?"

  7. #7
    Join Date
    Aug 2003
    Posts
    1,308

    Default Re: Killing Floor Tips & Tricks

    Quote Originally Posted by Aeinna View Post
    https://www.youtube.com/watch?v=hT-a...Q0hhh_nDvuM%3D

    Great vid showing how a good Berserker is played. And yes, the claymore stuns.
    Not fleshpounds it doesn't. Though it did appear that the FP didn't enrage while being headshotted by the claymore.

  8. #8
    Join Date
    Dec 2002
    Posts
    563

    Default Re: Killing Floor Tips & Tricks

    Nothing stuns FP's, I was referring to scrakes. Should have made that clear.

    Edit: Unless I am completely derping....?
    Last edited by Aeinna; 04-06-2012 at 11:51 AM.
    "Why is my face wet?"
    "No one knows, perhaps you urinated."
    "In my face?"

  9. #9
    Join Date
    Aug 2003
    Posts
    1,308

    Default Re: Killing Floor Tips & Tricks

    Quote Originally Posted by Aeinna View Post
    Nothing stuns FP's, I was referring to scrakes. Should have made that clear.

    Edit: Unless I am completely derping....?
    Well, I think every melee weapon except for the knife(hell maybe even a knife, i've never headshotted a skrake with one) will stun a skrake, which is why I thought you must have been saying claymores can stun FPs.

  10. #10
    Join Date
    May 2003
    Location
    Hawaii
    Posts
    1,113

    Default Re: Killing Floor Tips & Tricks

    incorrect on suicidal/hoe valec

    the katana only stun scrakes at lvl 4+ zerk with a backstab alt fire, it simply does not do enough damage otherwise. What it does is cause a "flinch" and in lower difficulties you can flinch the scrake indefintely, so it's a poor mans stun. However, on suicidal/hoe the scrake will only flinch once (that is the mechanice you see with the support vids using the katana, they cause it to flinch once then unload) so only the claymore/fire axe can cause a stun from the front (in regards to zerk weapons).

    Based on https://www.youtube.com/watch?v=cLq3MXOBPg0
    https://www.youtube.com/watch?v=9Cwd...feature=relmfu

    Attacks that are powerful enough to stun scrakes are:
    *Axe alt fire head shot from a level 5+ zerker
    *Axe alt fire head shot from the back for any perk
    *Axe primary back stab from a level 5+ zerker
    *Chainsaw alt fire backstab from a level 2+ zerker
    *Katana alt fire backstab from a level 4+ zerker
    *Lever Action Rifle head shot from level 6 sharpshooter
    *Xbow head shot from level 1+ sharpshooter on Suicidal and HoE
    *Xbow head from any perk on Hard and below
    *LAW rocket from any perk

    This was made before claymores, but claymore alt fire head dmg is very similar to fire axe, but with a higher regular fire dmg.

    As far as kiting fleshpounds and not causing them to rage? That requires skill and a lot of open space. Really, any class can do it, but you need to understand what causes a FP to rage.

    Rage Triggers:
    Recieving more than ~320dmg in ~3 seconds
    Not having attacked in ~15 seconds when a player is within line of sight.

    Breaking LoS or dodging an attack, followed by only dealing dmg in small bursts is how you can kite an FP. FPs have damage resistance against everything but explosives (to which they are weak), so a fire axe/claymore alt does just below the rage dmg each swing.

    And afaik, you're right aeinna nothing stuns a FP

    edit: The rifle that zerk is unsing (the Hunting Rifle) is another whitelisted weapon mod that is apparently comaptible with ICJ, maybe we could look into adding it?
    Last edited by Norska; 04-06-2012 at 01:24 PM.

  11. #11
    Join Date
    May 2003
    Location
    Hawaii
    Posts
    1,113

    Default Re: Killing Floor Tips & Tricks

    So I did some testing on the test map and here's what I found in regards to sharpies.

    lvl6 1 headshot with the lever action rifle kills everything short of the scrake/fp. This means you can 1shot sirens and husks with the lever action rifle (I was under the impression it was 2). It takes 5 headshots shots to kill a scrake with the lever action rifle. Using an m14 against an fp as seen in the video I linked in the first post is hard. I got eaten. Twice.

    Off perk, when testing out using the lever action rifle on my zerker (whose usually setup is fire axe/katana/LAR) it takes two head shots to kill a husk or a siren.

    Also, pulling off just about all of those support tricks requires a large amout of practice. I died. A lot.

    Hell, I even fucked up killing the fp as a demo more often than I got it right.

    (of course all the testing was done on HoE)

  12. #12
    Join Date
    Jun 2004
    Location
    Down Under Her Majesty's Skirt
    Posts
    1,157

    Default Re: Killing Floor Tips & Tricks

    Cleaning floor tips & tricks: white vinegar. Make sure to level your grandma perk!

    http://www.grandmas-wisdom.com/vinegar-cleaning.html

  13. #13
    Join Date
    Jun 2004
    Location
    Cincinnati, OH
    Posts
    583

    Default Re: Killing Floor Tips & Tricks

    I like doing my job well, so whatever I gotta do, let me know. My commando and sharpshooter are 5, and everything else is 3.

  14. #14
    Join Date
    May 2003
    Location
    Hawaii
    Posts
    1,113

    Default Re: Killing Floor Tips & Tricks

    after playing some more suicidal/hoe matches I have to revise my commando tips tand agree more with vk. Sirens/husks should be high priority targets for anyone who can safely reach them.

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts